In my base class <Actor>, I defined
virtual void Update(Actor &Player);
...This caused a vtable meltdown - but without me knowing what was going on, I over-reacted and hacked up a bunch of...
Type: Posts; User: M.Richard Tober
In my base class <Actor>, I defined
virtual void Update(Actor &Player);
...This caused a vtable meltdown - but without me knowing what was going on, I over-reacted and hacked up a bunch of...
I'm brushing up on virtual functions right now. I thought I knew how to implement the polymorphism I needed to let the Parent class <Actor> to have a virtual void Update(); that would allow a call...
I'm lost in a hellish world of pointers and references, which I now call "Crouching Tigers and Hidden Dragons" =(
I'll get back with updates soon.
Sorry! Sure, give me a minute.
while (Game.IsOpened())
{
if (UpdateClock.GetElapsedTime() > GameLoopTimeLimit) {
for (vector<Actor*>::iterator it =...
Thanks KingMir! So it sounds like generally is a better idea to use references than pointers to pass arrays...
... but now I have a terrible new issue:
Nested iterators...? I don't even know how...
Holy moly, when I read your affirmation Elysia, I actually sighed in relief. *laugh* I think I'm my own worst critic, but that's probably for the best. Thank you to you and Salem, I'd be up the...
double TempRandZ = EnemyLowerBounds.z + (static_cast<double>(rand() % (static_cast<int>((EnemyLowerBounds.z - EnemyUpperBounds.z)) * 10)) * 0.1);
Yes, so sorry about that - the Z coords are...
This may not be the best way to write this:
double TempRandX = EnemyLowerBounds.x + (static_cast<double>(rand() % ((EnemyLowerBounds.x - EnemyUpperBounds.x) * 10)) * 0.1);
This is the...